// Fill out your copyright notice in the Description page of Project Settings.

#include "Isalong2.h"
#include "WeaponCustomLogicBase.h"


// Sets default values for this component's properties
UWeaponCustomLogicBase::UWeaponCustomLogicBase()
{
	// Set this component to be initialized when the game starts, and to be ticked every frame.  You can turn these features
	// off to improve performance if you don't need them.
	bWantsBeginPlay = true;
	PrimaryComponentTick.bCanEverTick = true;

	// ...
}


// Called when the game starts
void UWeaponCustomLogicBase::BeginPlay()
{
	Super::BeginPlay();

	// ...
	
}


// Called every frame
void UWeaponCustomLogicBase::TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction )
{
	Super::TickComponent( DeltaTime, TickType, ThisTickFunction );

	// ...
}

bool UWeaponCustomLogicBase::Get_Override_OnReloadBegin()
{
	return _override_OnReloadBegin;
}

bool UWeaponCustomLogicBase::Get_Override_OnReloadEnd()
{
	return _override_OnReloadEnd;
}

bool UWeaponCustomLogicBase::Get_Override_OnFireEnd()
{
	return _override_OnFireEnd;
}

bool UWeaponCustomLogicBase::Get_Override_OnFireBegin()
{
	return _override_OnFireBegin;
}

bool UWeaponCustomLogicBase::Get_Override_OnFireAnimationEnd()
{
	return _override_OnFireAnimationEnd;
}

bool UWeaponCustomLogicBase::Get_Override_OnFireAnimationFired()
{
	return _override_OnFireAnimationFired;
}

bool UWeaponCustomLogicBase::Get_UseLogicTick()
{
	return _useLogicTick;
}

